[RELWIP] Automatic Variants - Thread 5

Post » Sun May 27, 2012 8:03 pm

Hey you do have some nice mods there @wolverine2710.
And if you say you have no CTD i believe you.

Well my advice is that you should update WB to 296 that recognizes BOSS.
First install the python version of wrye bash (uncheck the standalone or just install both)
Then go to http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/
and download the SNV by clicking "Download GNU tarball" and just drop Mopy and Data folders in your skyrim folder.

The developer of Wrye seams to be MIA but who knows.
You should also check the Wrye Bash tread here in the forum.

By the way what is CSA?
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ANaIs GRelot
 
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Post » Mon May 28, 2012 1:02 am

@Mismatched AV Package installs
This sounds like a prime time to test AV Prepping! 8) You should be 100% fine if AV Prepping is doing its job. Even if all your packages were messed up and weren't installed right, all your NPCs should be prepped and willing to accept new (corrected) packages without causing bugs. I stress the -should-.

I would go into AV and do "Gather and Exit" and then reinstall/reorganize/clean up your packages folder to be correct, and then patch and play and see if AV prepping keeps you from getting bugs. 8)

I did what you suggested. Did a Gather & Exit (G&E). Deleted the wrong named package directory (WNP). Started AV but AV still shows the WNP package and the 'disabled package dir' was still there. Reenabled the WNP package, did G&E. Deleted the WNP dir and started AV. Now its deleted in AV and also the disabled package dir is gone. Tested it with the .bat files and played a bit. So far all is OK.

There is an awfull lot of knowledge to be gained in the AV thread(s). Like wryebash usage, renaming dirs and .dds files, load order in combination, removing packages, load order when used with other Skyproc patchers like ASIS, humanoids not working (how to exclude them) etc etc. Might I suggest putting them in an FAQ. Did RTFM readme but can't seem to find the mentioned subjects. I think when AV goes mainstream or for newcomers to AV this would be extremely usefull. But then again I do hate documentation, and can imagine you hate it too. Although so far the docs are excellent and up to date, kudos for that....
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Leticia Hernandez
 
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Post » Sun May 27, 2012 10:10 am

By the way what is CSA?

CSA is a type I'm afraid. I ment to write SCA (Skyrim creatures alive) ;-(

If you (or anyone else) are into wildlife mods might I suggest in addition to RWS and SRAP and Pride to give the following mods a try: http://skyrim.nexusmods.com/downloads/file.php?id=4955, http://skyrim.nexusmods.com/downloads/file.php?id=14320, http://skyrim.nexusmods.com/downloads/file.php?id=11555 and of course http://skyrim.nexusmods.com/downloads/file.php?id=8565. This in combination with http://skyrim.nexusmods.com/downloads/file.php?id=10886 and http://skyrim.nexusmods.com/downloads/file.php?id=8601 makes for a REALLY great and immersive experience.

Its so easy to miss mods even when on the SkyrimNexus. If anyone else knows about (good) wildlife mods I would love to hear from you. If you don't want to pollute this thread you can sent me a PM. Looking forward to new mods....
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Tanya
 
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Post » Sun May 27, 2012 9:53 pm

I did what you suggested. Did a Gather & Exit (G&E). Deleted the wrong named package directory (WNP). Started AV but AV still shows the WNP package and the 'disabled package dir' was still there. Reenabled the WNP package, did G&E. Deleted the WNP dir and started AV. Now its deleted in AV and also the disabled package dir is gone. Tested it with the .bat files and played a bit. So far all is OK.

There is an awfull lot of knowledge to be gained in the AV thread(s). Like wryebash usage, renaming dirs and .dds files, load order in combination, removing packages, load order when used with other Skyproc patchers like ASIS, humanoids not working (how to exclude them) etc etc. Might I suggest putting them in an FAQ. Did RTFM readme but can't seem to find the mentioned subjects. I think when AV goes mainstream or for newcomers to AV this would be extremely usefull. But then again I do hate documentation, and can imagine you hate it too. Although so far the docs are excellent and up to date, kudos for that....

Yeah, you probably deleted it out of "AV Packages" but not the "Inactive AV Packages" folder that disabled files are moved to. XD

And yeah, I'd like to have a very up to date and relevant FAQ, but even moreso, I'd like to just streamline these kinds of things by using the GUI. I'd prefer to forgo the FAQ in favor of just adding a delete button to automate it all. I'll add it to the list. 8)
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Alan Whiston
 
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Post » Sun May 27, 2012 8:40 pm

@Leviathan and others. I have a question about variant folders (eg outfits and eyes). When I open a .dds with for example irfanview I see multiple segments.
No, that's not how Skyrim handles the textures. It handels the texture as a whole. So if you have a texture with body, eyes and clothing in it, there's nothing you can do about.

If you however have a model, for example the giants, with body + outfits textures, you can then make separate textures. Or in case of werewolf body + eyes.
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REVLUTIN
 
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Post » Sun May 27, 2012 11:09 pm

@Leviathan1753.
I prefer having the delete option in the AV also ;-).
The other mentioned things could be handy for a FAQ eventually.

Now that I have started working with AV on a regular basis again (at least for the next few days I have a bit of time) I have quite a few things for your TODO list ;-> But I will keep quite... Have one suggestion at this point though. I know that integrating the package anolyzer (PA) is on your list also. That would be great. As you told me AV and PA don't always use the same Skyproc version which lets PA bork on some mods while AV doesn't. Integrating it would remedie that. If memory serves the Gathering and Exit functionality can be excecuted from a batch file also (I assume this batch file uses an older Skyproc version and isn't updated). Might I suggest the following for all those command line lovers (if they still do exist). Remove the old batch file for gather and package anolyzer and replace it with a batch file which calls a certain class in AV which then does its magic. This will mean some rewriting of your code for sure but makes the system usable for command line users (for PA and Gather) also. I know this could (perhaps) be a bit far fetched and should end op way down on your TODO list but its something you might consider. Just my 2 pence.

I and others have said it before, but wanted to say it again. You are really performing magic with AV !!!
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Tanya Parra
 
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Post » Sun May 27, 2012 2:45 pm

@sounaipr. Thats exactly what I did mean (question was badly written because of a sorely lack of knowledge). Thanks for clearing it up.

You felt it coming, how can I find out (the easy way preferably) if a model consists of multiple textures (as in the case of Giants and Werewolves). Does their exists a list on the Net which shows this kind of information, if so an url would be nice. Could be quite/very valuable for AV package creators. Or do I dare to suggest it, could you supply us with such a list (at least for the creatures which have been Av-tized by now). I'm very curious what creatures can have Variant Groups.
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jessica sonny
 
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Post » Sun May 27, 2012 8:25 pm

@sounaipr. Thats exactly what I did mean (question was badly written because of a sorely lack of knowledge). Thanks for clearing it up.

You felt it coming, how can I find out (the easy way preferably) if a model consists of multiple textures (as in the case of Giants and Werewolves). Does their exists a list on the Net which shows this kind of information, if so an url would be nice. Could be quite/very valuable for AV package creators. Or do I dare to suggest it, could you supply us with such a list (at least for the creatures which have been Av-tized by now). I'm very curious what creatures can have Variant Groups.
CSA is a type I'm afraid. I ment to write SCA (Skyrim creatures alive) ;-(

If you (or anyone else) are into wildlife mods might I suggest in addition to RWS and SRAP and Pride to give the following mods a try: http://skyrim.nexusmods.com/downloads/file.php?id=4955, http://skyrim.nexusmods.com/downloads/file.php?id=14320, http://skyrim.nexusmods.com/downloads/file.php?id=11555 and of course http://skyrim.nexusmods.com/downloads/file.php?id=8565. This in combination with http://skyrim.nexusmods.com/downloads/file.php?id=10886 and http://skyrim.nexusmods.com/downloads/file.php?id=8601 makes for a REALLY great and immersive experience.

Its so easy to miss mods even when on the SkyrimNexus. If anyone else knows about (good) wildlife mods I would love to hear from you. If you don't want to pollute this thread you can sent me a PM. Looking forward to new mods....

Just to add to this, using ASIS to increase spawns of wilderness creatures also works wonders. I have wonderful herds of deer, elk and horses; and in my Whiterun, instead of that one cow in the town, I have two lovely cows (of different colors! Yay AV!)

On the flip side, HUGE pack of wolves that chew my butt nearly whereever I go D: SkyTest added in bigger wolf pack spawns, and ASIS just multiplied them even more :P

I would however suggest adding dragon to the exclusion list, especially if you're like me and already have dragon buffing mods (Deadly Dragons + custom settings) and they don't need the help by having friends >_>;;;

Also @wolverine, about the multiple textures on models. There's no real 'list', surest way is to unpack the original Skyrim .bsas themselves and take a look at the file structure. CK doesn't show the textures file structure (I think) and I'm not sure about other tools like nifskope, whether they can show what textures are associated to a certain model (still learning the tools myself).

@Lev: Where were we suppose to submit bug report files? I got a duplicated EDID error from using Diversified Dragons (clashing with the Werewolf eye files, weird) and got the bug report zipped and ready.
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Madeleine Rose Walsh
 
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Post » Sun May 27, 2012 1:31 pm

@Elementroar. Thanks for the ASIS tip. Have heard/read about it but never realized that could be usefull also. Gonna give it a try one of these days. Is the exclusion limited to disabling Dragon all together, or mods altogether or is it (or will be) smart to enough to have an exclusion list for the wolves created by Skytest only. No clue if thats technically possible. If memory serves Leviathan would make it possible for mod authors to being put on a blacklist so that their creatures would not been AV-tized. However don't know if that is already been implemented...

Concerning More village Animals. AFAIK the author has placed them there manually. Does ASIS multiply them also? If you haven't installed the mod yourseflf could you perhaps/please test that for me (make backup of save games before you do) because I don't have the time to install ASIS myself ATM. Would be great!!!

Now that you mention ASIS (by Plutoman which created P.I.S.E). Someone is doing Custom AI (skyproc based) which aims to implement the AI of PISE in a modular, configurable way. VERY curous what that could mean in the long run and if for example the authors of RWS and SRAP (and others) could have their AI packages included in there....

WOW. VERY Interesting times and ALL (asis,av, custom AI) powered by Skyproc (leviathan1753) !!!
Now if only Skyrim save games were not fubarred and the CK would really work - setrace(), NPC human faces.

PS. The url for the https://docs.google.com/document/d/1E927IcNpzrWfssHIHRkm75oLk44fh6TngWBp4ytrxfM/edit is on the first page of this thread. BTW Dragons Diversified is already on the list.
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dav
 
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Post » Sun May 27, 2012 9:24 pm

Me again :smile:

When a new package comes out and I place it into the skyproc folder. Do i simply run the AV Variant file again, creating a new esp and replacing the old one?

Or do I have to manually uninstall anything?

edit:

On a side note I posted this in Porchas thread.



Here's an odd one. On 2 occasions I've had other creatures get named 'wolf'

So I had two Trolls that i killed that had the title 'wolf' and loot representing that of trolls,

And then a sickly skeleton (pure red) that was also a 'wolf'.... any ideas?
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Rachie Stout
 
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Post » Sun May 27, 2012 11:21 am

Me again :smile:

When a new package comes out and I place it into the skyproc folder. Do i simply run the AV Variant file again, creating a new esp and replacing the old one?

Or do I have to manually uninstall anything?

edit:

On a side note I posted this in Porchas thread.

AFAIK (leviathan1753 is the expert) you can place the new package in the Skyproc Patchers directory the same way you installed your other AV packages and run Automatic Variants again to create a new Automatic Variants.esp file. Nice wouldn't you say ;-) You do NOT have to manually uninstall everything. In fact removing the existing/old Automatic Variants.esp could be harmfull if i did understand Leviathan1753 correctly.

Have not encountered Trolls yet with my new started game, so can't comment on that.
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Georgine Lee
 
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Post » Sun May 27, 2012 10:34 am

So, would it be hard to make summoned creatures choose from all the new textures available?
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Sammi Jones
 
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Post » Sun May 27, 2012 6:53 pm

@Lev: Where were we suppose to submit bug report files? I got a duplicated EDID error from using Diversified Dragons (clashing with the Werewolf eye files, weird) and got the bug report zipped and ready.

Afterimage1753@gmail.com 8)

Me again :smile:

When a new package comes out and I place it into the skyproc folder. Do i simply run the AV Variant file again, creating a new esp and replacing the old one?

Or do I have to manually uninstall anything?

edit:

On a side note I posted this in Porchas thread.

Just install the new package like you installed all the others, rerun the patcher, and play. 8)

So, would it be hard to make summoned creatures choose from all the new textures available?

I believe they already should? Have you tested and found that they dont?
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xxLindsAffec
 
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Post » Sun May 27, 2012 12:30 pm

I believe they already should? Have you tested and found that they dont?

I haven't actually played Skyrim in about 2 months lol. So no :P. Glad to see they do (I'll take your word for it anyway :P).
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Victoria Bartel
 
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Post » Sun May 27, 2012 7:29 pm

Last post for today. Haven't played one second of Skyrim today, not good ;-)

My (almost) ethernal thanks goes to StarX who taught me how to take screenshots of creatures using Nifskope. As in a texture (.dds) applied to a model (mesh). Hence a dog is shown in Nifskope as it is shown ingame in Skyrim. Actually once you figured it out, its not difficult when you follow his instructions. The hardest part was figuring out what Nifskope expects. For this you have to (using BSAopt) unpack the Skyrim - Meshes.bsa file and locate the correct mesh (.nif) file for a creature which you want to display. After that its smooth sailing.

You have a normal model/mesh (dog) and you have a so called LoadSreen model/mesh (loadscreendog). The loadscreen model is shown when Skyrim starts up and a creature is shown with a bit of text. Being able to rotate a model like a Giant or a Dragon is pure magic. When we were corresponding he mentioned the eyes of a giant which could also been changed.This means that a Giant can have actual three variants groups instead of the two used till now. Used by StarX is one, namely Skin. Used by Sounaipr is Skin and Outfit. But another could be added as well namely Eyes.

At once it hit me, I could answer my own question. Namely how many variant groups can a creatures potentially have. I've checked a few models. Assuming I have interpreted everything correct this is the outcome:

Creature Variant groups
Chicken 1
Dog 2
Bear 2
Giant 3
Deer 4 (2 for eyes). See screenshots
Werewolf 5 (2 body parts, 1 for eyes, one for teeth one for the head)

BTW Werewolfs don't have two variant groups (used in Bellyache) but five.

I have made a few screenshots of the different models which can be downloaded http://dl.dropbox.com/u/73082907/Automatic%20Variants/Screenshots/Nifskope%20screenshots.7z. Perhaps someone who DOES know about Nifskope and Skyrim modding can check my findings and tell me if its correct or that I've gone bonkers....

If its correct true we can have even more variants then at least I thought. AV.esp filesize going nutts in the process I'm afraid/sure but Leviathan1753 can surely tell us that... Perhaps the above is common knowledge for the most of you but for me it was a revelation (assuming its true).
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Kortniie Dumont
 
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Post » Sun May 27, 2012 9:58 pm

Well my advice is that you should update WB to 296 that recognizes BOSS. First install the python version of wrye bash (uncheck the standalone or just install both) Then go to http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/ and download the SNV by clicking "Download GNU tarball" and just drop Mopy and Data folders in your skyrim folder. The developer of Wrye seams to be MIA but who knows. You should also check the Wrye Bash tread here in the forum.

Have succesfully upgraded to WB 296. No more setting Delev/Relev tags manually and no more changing the load order. Thanks a lot.
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Karen anwyn Green
 
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Post » Sun May 27, 2012 10:46 am

Hi,

First and foremost I love the mod. Iam just currently having some CTD situations when I try to go to certain areas. One area in particular would be in the area of whiterun at the eastern side where you have the roadsign and the bridges. I have tried deactivating automatic variants and it would not CTD on those parts so Im assuming it could be a conflict with automatic variants by one of my other mods. I am willing to do trial and error to check which mod would be conflicting with it but it would be too time consuming so Im posting here to check if anyone else might be getting the same situation as me. Ill post my mod list here as well as the load order so that you guys can take a look at it. Thanks.

**Im also using some SKSE and scriptdragon mods like community uncapper,Fuz ro doh, GSC and save hotkey.
** I also looked at the debug file and I saw that there are some errors for headbombs better sorting mods, is that ok?


Active Mod Files:
Spoiler
00  Skyrim.esm01  Update.esm02  SCoL Main.esm03  SkyMoMod.esm04  Deus Mons.esm05  Lycanthropy_Audio_by_Brevi.esm06  ApachiiHair.esm07  Shadow Striping Fix.esp08  Unofficial Skyrim Patch.esp  [Version 1.0]09  DW Followers.esp0A  DW Commoners.esp0B  DW Enemies and Wanderers.esp0C  SoS - The Dungeons.esp  [Version 1.10]0D  SoS - The Wilds.esp  [Version 1.0.1]0E  StaticMeshImprovementMod.esp0F  Economics of Skyrim.esp10  83Willows_101BUGS_V4_HighRes.esp11  Crimson Tide - Blood.esp12  DFB - Random Encounters.esp13  DragonsDiversified.esp14  navetsea female face preset.esp15  Occupy Skyrim.esp16  Piratelords Loot Adjustments.esp17  Real Wildlife Skyrim 0.1.esp18  SCoL Glue.esp19  SkyMoMod_lists.esp1A  SkyMoMod Extras Collectables.esp1B  SMDropLitTorch.esp1C  Tamriel Compendium.esp  [Version 1.0]1D  ValsCraftingMeltdownAlpha.esp1E  Weapons and Armor fixes.esp1F  Weapons and Armor fixes - Hacks.esp20  Complete Crafting Overhaul - BS version.esp21  DeadlyDragons.esp22  DeadlyDragonsArmory.esp23  DeadlyDiversifiedDragonsPatch.esp24  Deus Mons_WithNPCs.esp25  female mannequins.esp26  Acquisitive Soul Gems.esp27  Headbomb's Better Sorting - Spells.esp28  Headbomb's Better Sorting - Soul Gems (Ranked).esp29  Headbomb's Better Sorting - Food (Reduced Weight).esp2A  Headbomb's Better Sorting - Ingredients.esp2B  Headbomb's Better Sorting - Miscellaneous.esp2C  Headbomb's Better Sorting - Ammo.esp2D  Headbomb's Better Sorting - Potions (Light Weight).esp2E  Headbomb's Better Sorting - Books.esp2F  Deadly Traps.esp30  NPCEssential - Caravan Traders.esp31  NPCEssential - Carriage Drivers.esp32  NPCEssential - Citizens.esp33  NPCEssential - Farmers.esp34  NPCEssential - Followers.esp35  NPCEssential - Horses.esp36  NPCEssential - Lumberjacks.esp37  NPCEssential - Miners.esp38  NPCEssential - Priests.esp39  NPCEssential - Stable Masters.esp3A  NPCEssential - Trainers.esp3B  NPCEssential - Vendors.esp3C  ImmediateDragons.esp3D  posesivecorpses.esp3E  WATER.esp  [Version 1.3]3F  WATER - Get Wet.esp40  Slightly Reduced Distance NPC Greetings.esp41  Sickly Diseases.esp42  Skyrim Creatures Alive.esp  [Version 0.25CK]43  SkyTEST-RealPredators&Animals.esp44  Soul Gems Differ - NW - E.esp45  UnlimitedBookshelves.esp46  Unique Region Names.esp  [Version 2.1]47  dD - Realistic Ragdoll Force - Realistic.esp48  VampireEffectProject.esp49  Lycanthropy_Main_by_Brevi.esp4A  VampireUpgrade.esp4B  Phenderix's Magic Evolved.esp4C  SMEssentialKills.esp4D  Spousetocustomhome.esp4E  TriRoc Stripper Companion.esp4F  Battlemage's Arcanes.esp50  DeadlySpellImpacts.esp51  DeadlySpellImpacts - Two Fire.esp52  skyrim improved magic system.esp53  Eld-combinePotions.esp54  DeadlyCombat.esp55  DeadlyCombat_hardcoeDamage.esp56  DeadlyCombat_GiantsAIFix.esp57  DeadlyCombat_UnarmedFix.esp58  Dual Wield Parrying_ScriptDragon.esp59  PerkUP-Lockpicking.esp5A  PerkUP-Alteration.esp5B  PerkUP-OneHanded.esp5C  PerkUP-Destruction.esp5D  PerkUP-HeavyArmor.esp5E  PerkUP-Block.esp5F  PerkUP-Illusion.esp60  PerkUP-LightArmor.esp61  PerkUP-Enchanting.esp62  PerkUP-TwoHanded.esp63  PerkUP-Archery.esp64  PerkUP-Speech.esp65  PerkUP-Conjuration.esp66  PerkUP-Restoration.esp67  PerkUP-Alchemy.esp68  PerkUP-Sneak.esp69  PerkUP-Pickpocket.esp6A  PerkUP-Smithing.esp6B  TheEyesOfBeauty.esp6C  Better Followers - SBP.esp6D  Better NPC - Faction Pack.esp6E  BDO.esp6F  Live Another Life.esp  [Version 1.4.2]70  AutoCastRacials.esp71  RCRN Classic - Hybrid Shaders.esp72  Bashed Patch, 0.esp73  ASIS-Dependency.esp74  ASIS.esp75  Automatic Variants.esp76  Customized AI.esp


=== Current Bash Tags:
Spoiler
* Unofficial Skyrim Patch.esp  * From Description: Delev, Relev  * From BOSS Masterlist and or userlist: Delev, Relev  * Result: Delev, Relev* 83Willows_101BUGS_V4_HighRes.esp  * From Description: Delev, Relev  * Result: Delev, Relev* DragonsDiversified.esp  * From Description: Delev, Relev  * Result: Delev, Relev* Piratelords Loot Adjustments.esp  * From Description: Delev, Relev  * From BOSS Masterlist and or userlist: Delev, Relev  * Result: Delev, Relev* Real Wildlife Skyrim 0.1.esp  * From Description: Delev, Relev  * Result: Delev, Relev* SkyMoMod_lists.esp  * From Description: Delev, Relev  * From BOSS Masterlist and or userlist: Delev, Relev  * Result: Delev, Relev* Tamriel Compendium.esp  * From Description: Delev, Relev  * From BOSS Masterlist and or userlist: Relev  * Result: Delev, Relev* Complete Crafting Overhaul - BS version.esp  * From Description: Delev, Relev  * From BOSS Masterlist and or userlist: Delev, Relev  * Result: Delev, Relev* DeadlyDragons.esp  * From Description: Delev, Relev  * Result: Delev, Relev* Skyrim Creatures Alive.esp  * From Description: Delev, Relev  * From BOSS Masterlist and or userlist: Delev, Relev  * Result: Delev, Relev
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Lisha Boo
 
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Post » Sun May 27, 2012 3:17 pm

I haven't actually played Skyrim in about 2 months lol. So no :tongue:. Glad to see they do (I'll take your word for it anyway :tongue:).

Welcome to the club! What are falmers? I've never fought one... 8P

If its correct true we can have even more variants then at least I thought. AV.esp filesize going nutts in the process I'm afraid/sure but Leviathan1753 can surely tell us that... Perhaps the above is common knowledge for the most of you but for me it was a revelation (assuming its true).

Not everyone is going to make lots of textures for each group, so usually it will remain small. But yes, if someone took full advantage of all the werewolf textures and groups, the .esp size would skyrocket. XD Shouldn't matter in the end, though. I doubt it will affect actual gameplay or stability. From a complexity standpoint, though, I cant wait for SetRace() to be fixed, hehe.

Hi,

First and foremost I love the mod. Iam just currently having some CTD situations when I try to go to certain areas. One area in particular would be in the area of whiterun at the eastern side where you have the roadsign and the bridges. I have tried deactivating automatic variants and it would not CTD on those parts so Im assuming it could be a conflict with automatic variants by one of my other mods. I am willing to do trial and error to check which mod would be conflicting with it but it would be too time consuming so Im posting here to check if anyone else might be getting the same situation as me. Ill post my mod list here as well as the load order so that you guys can take a look at it. Thanks.

**Im also using some SKSE and scriptdragon mods like community uncapper,Fuz ro doh, GSC and save hotkey.
** I also looked at the debug file and I saw that there are some errors for headbombs better sorting mods, is that ok?

First off, are you using the old version of Wrye? The CTDs could be associated with a faulty load order if using old Wrye.

Second, did you start a new game when installing AV?

Also, yes, headbombs is slightly odd and cause errors, but the mods are just skipped over when AV is making a patch, which doesn't matter as they don't really have any relevant information to AV. Sooner or later I'll figure out why they arent importing for prettiness' sake.
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Nicholas
 
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Post » Sun May 27, 2012 11:28 am

@Leviathan1753. I'm having problems disabling the Bellyache animals pack. I try to be precise as possible.

I wanted to test a newly created AV Port (AVPX) and wanted to disable all packages so I could test if the spawns work. I've disabled all but AVPX and exited. All package are moved into the Inactive AV Packages (IAP) directory. I started AV again and its shows as enabled packages Bellyache and AVPX. I clicked on the Bellyache package to unfold it. It shows all variants disabled but the Horker one (its shown in red). Selecting the Horker shows as message "Missing Spec File". Went into AV packages (AVP) dir and found out there is one dir and 1 file left. Namely C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\SkyProc Patchers\Automatic Variants\AV Packages\Bellyaches Animals\Specification Instructions.txt. Went into the IAP\Bellyache\Horker directory and everything seems fine. Apart from the Skin directory with contents there is also a Specifications.json file. Tried a few things like enabling all disabling packages. Went from bad to worse, at one point a popup appeared mention possibly problems with moving stuff. Later on Horker AND Bears did gave the message "Missing Spec File" (MSF). Enabled all again and exited. The IAP directory did not disappear. Started AV again. Package was enabled but the Horker gave MSF error. Turned out in IAP dir the specification.json was left behind. Copied to correct dir (and remove IAP dir) and started AV. Horkes error message disappeared. Tried to disable Bellyache for a second time and got same results. Still enabled Bellyache when starting AV.

Because I suspected the Specification Instructions.txt file caused the problem I removed it. Started AV and disabled all but AVPX. Exited and all packages were moved to the IAP dir. No dirs left in the AV packages dir but AVPX. Problem solved. Trying to replicate the error I placed a wolverine.txt file in the Horker dir. Started AV, disabled all but AVPX and exited. Started AV again and the same error occured. Bellyache is shown as enabled.

Can you please try to replicate my findings.
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FirDaus LOVe farhana
 
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Post » Sun May 27, 2012 12:43 pm

Yeah, atm AV only properly enables/disables "known" files. Specification instructions.txt and/or wolverine.txt would be "unknown" files, and AV would leave them where they are, consequently messing up the enabled/disabled display as the Bellyaches folder is present so it's marked as enabled, but there's no real content inside.

However, for all technical purposes, if you disable bellyaches and that Specification instructions.txt file makes the GUI bug out and display Bellyaches as enabled, it's still disabled and won't be integrated. AV will parse through the "enabled" bellyache package, find no relevant data (just that .txt file), and skip the package because it's empty (because all the real files have been moved properly to IAP)

I'll make the code more robust when I get the chance (finals week atm) to move around "clutter" files properly to make the GUI display/act properly. 8) Thanks!
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Joanne
 
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Post » Sun May 27, 2012 5:17 pm

@Leviathan1753. Thanks for this clarification. I leave it up to find a good solution (you like solid ones and not quick hacks I know). I plan (or better said I would like) to have files inside my packages for things like credits.txt FAQ.html stuff like that. It would be appreciated if those type of clutter could be correctly handled.

PS. Good luck with the finals.
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Lalla Vu
 
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Post » Sun May 27, 2012 11:17 pm

@Leviathan1753. The AV bug list seems to be readonly. Hence I will post them here.

I have two bugs related to the Package anolyzer to report
  • The Package anolyzer hangs on importing at 99% when the following mod is active: Unofficial Skyrim Patch 1.0. Workaround is to disable the mod when running the PA. If memory servers had to do with PA using an older version of Skyproc. AV has no prolems with the mod.
  • When the PA is ready the the progressbar sometimes shows 100%, 75%, 59% etc.
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MARLON JOHNSON
 
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Post » Sun May 27, 2012 2:00 pm

@Leviathan1753. Testing an AV port. Created AV port (AVPX), works fine. Adding more (different) creatures to the AV port. Do I every time have to do a Gather & Exit (G&E) and then enable my AVPX again or is it possible to copy the newer larger AVPX over the existing dir where the AVPX resides and start AV again. I know a delete button is on your todo list.....
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Ann Church
 
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Post » Sun May 27, 2012 11:46 pm

@Leviathan1753. The AV bug list seems to be readonly. Hence I will post them here.

I have two bugs related to the Package anolyzer to report
  • The Package anolyzer hangs on importing at 99% when the following mod is active: Unofficial Skyrim Patch 1.0. Workaround is to disable the mod when running the PA. If memory servers had to do with PA using an older version of Skyproc. AV has no prolems with the mod.
  • When the PA is ready the the progressbar sometimes shows 100%, 75%, 59% etc.

Yeah, the package anolyzer is funky. It's going to get killed off and absorbed into the main GUI soon.

@Leviathan1753. Testing an AV port. Created AV port (AVPX), works fine. Adding more (different) creatures to the AV port. Do I every time have to do a Gather & Exit (G&E) and then enable my AVPX again or is it possible to copy the newer larger AVPX over the existing dir where the AVPX resides and start AV again. I know a delete button is on your todo list.....

No, if you add new and/or another copy of existing package files to AV Packages, any duplicate textures in AVP will replace those that have been "distributed".
So yes, just drag and drop your updated package into AVP, and it'll be good. 8)
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Phillip Brunyee
 
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Post » Sun May 27, 2012 2:23 pm

Yeah, the package anolyzer is funky. It's going to get killed off and absorbed into the main GUI soon.



No, if you add new and/or another copy of existing package files to AV Packages, any duplicate textures in AVP will replace those that have been "distributed".
So yes, just drag and drop your updated package into AVP, and it'll be good. 8)

Had I known that earlier ;-(.
Does this also mean when I drag&drop a package into AVP which has variants REMOVED from it (suppose I removed spriggans all together) that this does also work?

My next posting is a problem I had this evening which seems to be in contradiction with what I've read just now. But then again I could have FUBARRED my AV setup by doing G&E the whole time, making mistakes in the process. Please read my next post carefully... I post it unedited, I just pretend it did not read this response. Here it comes.
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Ilona Neumann
 
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